PS4/PSN (also on
Mobile? Check. Glowsticks? Check. Flares? Check. Oh, you didn’t mean
Naturally we’re not talking rave here, despite the
use of some appropriate accoutrements. Rather, Daylight – anathema
to a rave - is a survival horror game.
Maybe it’s just us, but we don’t scare easily. At least not when
experiencing things that are obviously trying to be scary. Show us
20 minutes of the Australian parliament at play though and we’ll
shit our dacks. Anyway, back to “survival horror”. Occasional random
sounds, the odd shadow and sporadically-appearing witchlike
thingummies do not terror make. This renders Daylight about as scary
as, erm, daybreak.
You’re Sarah. You are. Three cheers for a
female protagonist and all, but then she’s supposed to be all scared
and stuff, thus playing the helpless girlie card and rendering any
possible girl power motivations moot. Anyway, she’s an iZombie. You
know, you see them every day, trudging along intently staring at
their portable telephonic communicator device. Still, she deserves
some benefit of the doubt as it’s her only source of mapping the
meant-to-be-creepy hospital that she’s awoken in all
discombobulated-like. Maybe after attending a rave? It’d explain
Anyway, it’s all procedurally-generated,
which means vague randomness each time you play. You plod all
first-person-like through numerous samey, dimly-lit locations,
unearthing story fragments and the odd Polaroid picture (already
shaken), presumably hoping to work out just why the fuck you’re
where you are. Gather enough stuff and you’ll unlock a big glowtastical
portal thingy which sends you off to the next of only a handful of
levels. Still, it’s a pocket money-priced game, so anybody expecting
57 hours of play is an over-entitled schmucky-slacks.
isn’t Daylight’s problem. While – slowdown permitting - it’s
competent technically, it’s drab visually, dreary sonically and
dowdy horrorifically. Oops.
Hey, at least we still have these
glowsticks – cue ‘Atlantis to Interzone’! PHWEEEEEEEEP!